scummvm/engines/grim/gfx_opengl_shaders.h
Le Philousophe ed3e83a26d GRIM: Don't prevent Z-buffer update when bitmap has changed
The previous chack was essentialy based on data pointer being different
between successive updates.
Sometimes the memory allocator reuses the same memory space for two
different bitmaps and the z-buffer isn't updated.
2022-04-16 14:54:53 +02:00

292 lines
8.9 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef GRIM_GFX_OPENGL_SHADERS_H
#define GRIM_GFX_OPENGL_SHADERS_H
#include "engines/grim/actor.h"
#include "engines/grim/gfx_base.h"
#include "graphics/opengl/shader.h"
#include "common/stack.h"
#include "common/rect.h"
namespace Grim {
class GfxOpenGLS : public GfxBase {
public:
GfxOpenGLS();
virtual ~GfxOpenGLS();
/**
* Creates a render-context.
*
* @param screenW the width of the context
* @param screenH the height of the context
*/
void setupScreen(int screenW, int screenH) override;
/**
* Query whether the current context is hardware-accelerated
*
* @return true if hw-accelerated, false otherwise
*/
bool isHardwareAccelerated() override { return true; };
bool supportsShaders() override { return true; }
void setupCameraFrustum(float fov, float nclip, float fclip) override;
void positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest, float roll) override;
void positionCamera(const Math::Vector3d &pos, const Math::Matrix4 &rot) override;
Math::Matrix4 getModelView() override;
Math::Matrix4 getProjection() override;
void clearScreen() override;
void clearDepthBuffer() override;
/**
* Swap the buffers, making the drawn screen visible
*/
void flipBuffer() override;
void getScreenBoundingBox(const Mesh *mesh, int *x1, int *y1, int *x2, int *y2) override;
void getScreenBoundingBox(const EMIModel *model, int *x1, int *y1, int *x2, int *y2) override;
void getActorScreenBBox(const Actor *actor, Common::Point &p1, Common::Point &p2) override;
void startActorDraw(const Actor *actor) override;
void finishActorDraw() override;
void setShadow(Shadow *shadow) override;
void drawShadowPlanes() override;
void setShadowMode() override;
void clearShadowMode() override;
bool isShadowModeActive() override;
void setShadowColor(byte r, byte g, byte b) override;
void getShadowColor(byte *r, byte *g, byte *b) override;
void destroyShadow(Shadow *shadow) override;
void set3DMode() override;
void translateViewpointStart() override;
void translateViewpoint(const Math::Vector3d &vec) override;
void rotateViewpoint(const Math::Angle &angle, const Math::Vector3d &axis) override;
void rotateViewpoint(const Math::Matrix4 &rot) override;
void translateViewpointFinish() override;
void drawEMIModelFace(const EMIModel* model, const EMIMeshFace* face) override;
void drawModelFace(const Mesh *mesh, const MeshFace *face) override;
void drawSprite(const Sprite *sprite) override;
void drawMesh(const Mesh *mesh) override;
void drawDimPlane() override;
void enableLights() override;
void disableLights() override;
void setupLight(Light *light, int lightId) override;
void turnOffLight(int lightId) override;
void createTexture(Texture *texture, const uint8 *data, const CMap *cmap, bool clamp) override;
void selectTexture(const Texture *texture) override;
void destroyTexture(Texture *texture) override;
/**
* Prepares a bitmap for drawing
* performs any format conversions needed for the renderer,
* and might create an internal representation of the bitmap
* external changes to the bitmap may not be visible after this
* is called. Must be called before drawBitmap can be used.
*
* the external bitmap might have its data changed by this function,
*
* @param bitmap the bitmap to be prepared
* @see destroyBitmap
* @see drawBitmap
*/
void createBitmap(BitmapData *bitmap) override;
/**
* Draws a bitmap
* before this is safe to use, createBitmap MUST have been called
*
* @param bitmap the bitmap to be drawn
* @see createBitmap
* @see destroyBitmap
*/
void drawBitmap(const Bitmap *bitmap, int x, int y, uint32 layer = 0) override;
/**
* Deletes any internal references and representations of a bitmap
* after this is called, it is safe to dispose of or change the external
* bitmapdata.
*
* @param bitmap the bitmap to be destroyed
* @see createBitmap
* @see drawBitmap
*/
void destroyBitmap(BitmapData *bitmap) override;
void createFont(Font *font) override;
void destroyFont(Font *font) override;
void createTextObject(TextObject *text) override;
void drawTextObject(const TextObject *text) override;
void destroyTextObject(TextObject *text) override;
Bitmap *getScreenshot(int w, int h, bool useStored) override;
void storeDisplay() override;
void copyStoredToDisplay() override;
/**
* Dims the entire screen
* Sets the entire screen to 10% of its current brightness,
* and converts it to grayscale.
*/
void dimScreen() override;
void dimRegion(int x, int y, int w, int h, float level) override;
/**
* Draw a completely opaque Iris around the specified rectangle.
* the arguments specify the distance from the screen-edge to the first
* non-iris pixel.
*
* @param x the width of the Iris
* @param y the height of the Iris
*/
void irisAroundRegion(int x1, int y1, int x2, int y2) override;
void drawEmergString(int x, int y, const char *text, const Color &fgColor) override;
void loadEmergFont() override;
void drawRectangle(const PrimitiveObject *primitive) override;
void drawLine(const PrimitiveObject *primitive) override;
void drawPolygon(const PrimitiveObject *primitive) override;
/**
* Prepare a movie-frame for drawing
* performing any necessary conversion
*
* @param width the width of the movie-frame.
* @param height the height of the movie-frame.
* @param bitmap a pointer to the data for the movie-frame.
* @see drawMovieFrame
* @see releaseMovieFrame
*/
void prepareMovieFrame(Graphics::Surface* frame) override;
void drawMovieFrame(int offsetX, int offsetY) override;
/**
* Release the currently prepared movie-frame, if one exists.
*
* @see drawMovieFrame
* @see prepareMovieFrame
*/
void releaseMovieFrame() override;
const char *getVideoDeviceName() override;
void renderBitmaps(bool render) override;
void renderZBitmaps(bool render) override;
void createMesh(Mesh *mesh) override;
void destroyMesh(const Mesh *mesh) override;
void createEMIModel(EMIModel *model) override;
void updateEMIModel(const EMIModel* model) override;
void destroyEMIModel(EMIModel *model) override;
void setBlendMode(bool additive) override;
protected:
void setupShaders();
GLuint compileShader(const char *vertex, const char *fragment);
GLuint compileShader(const char *shader) { return compileShader(shader, shader); }
void createSpecialtyTextureFromScreen(uint id, uint8 *data, int x, int y, int width, int height) override;
private:
const Actor *_currentActor;
float _alpha;
int _maxLights;
GLuint _emergTexture;
OpenGL::ShaderGL* _emergProgram;
OpenGL::ShaderGL* _backgroundProgram;
OpenGL::ShaderGL* _actorProgram;
OpenGL::ShaderGL* _actorLightsProgram;
OpenGL::ShaderGL* _spriteProgram;
OpenGL::ShaderGL* _dimProgram;
OpenGL::ShaderGL* _dimPlaneProgram;
OpenGL::ShaderGL* _dimRegionProgram;
OpenGL::ShaderGL* _smushProgram;
GLuint _smushVBO, _quadEBO;
OpenGL::ShaderGL* _textProgram;
OpenGL::ShaderGL* _primitiveProgram;
OpenGL::ShaderGL* _irisProgram;
OpenGL::ShaderGL* _shadowPlaneProgram;
int _smushWidth;
int _smushHeight;
GLuint _smushTexId;
bool _smushSwizzle;
bool _smushSwap;
void setupTexturedQuad();
void setupQuadEBO();
void setupZBuffer();
void drawDepthBitmap(int bitmapId, int x, int y, int w, int h, char *data);
float _fov;
float _nclip;
float _fclip;
Math::Matrix4 _projMatrix;
Math::Matrix4 _viewMatrix;
Math::Matrix4 _mvpMatrix;
Math::Matrix4 _overworldProjMatrix;
void setupTexturedCenteredQuad();
GLuint _spriteVBO;
Common::Stack<Math::Matrix4> _matrixStack;
Texture *_selectedTexture;
GLuint _zBufTex;
Math::Vector2d _zBufTexCrop;
struct GLSLight {
Math::Vector4d _position;
Math::Vector4d _direction;
Math::Vector4d _color;
Math::Vector4d _params;
};
GLSLight *_lights;
bool _hasAmbientLight;
bool _lightsEnabled;
void setupPrimitives();
GLuint nextPrimitive();
GLuint _primitiveVBOs[32];
uint32 _currentPrimitive;
void drawGenericPrimitive(const float *vertices, uint32 numVertices, const PrimitiveObject *primitive);
GLuint _irisVBO;
GLuint _dimVBO;
GLuint _dimRegionVBO;
GLuint _blastVBO;
GLuint _storedDisplay;
};
}
#endif